you can now print images on the screen

This commit is contained in:
2026-04-16 00:29:05 +02:00
parent 291f774a95
commit 952c5062bc
7 changed files with 7523 additions and 9 deletions

View File

@@ -8,6 +8,8 @@
#include "IndexBuffer.hpp"
#include "VertexBuffer.hpp"
#include "Shader.hpp"
#define STB_IMAGE_IMPLEMENTATION
#include "../libs/stb_image.hpp"
void openGLDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) {
if (severity == GL_DEBUG_SEVERITY_NOTIFICATION) return; //ignore notifications (mostly performance information)
@@ -100,11 +102,19 @@ int main() {
#endif
Vertex vertices[] = {
Vertex{-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f},
Vertex{-0.5f, 0.5f, 0.0f, 0.0, 1.0f, 0.0f, 1.0f},
Vertex{0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f},
Vertex{-0.5f, -0.5f, 0.0f,
0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 1.0f},
Vertex{-0.5f, 0.5f, 0.0f,
0.0f, 1.0f,
0.0, 1.0f, 0.0f, 1.0f},
Vertex{0.5f, -0.5f, 0.0f,
1.0f, 0.0f,
0.0f, 0.0f, 1.0f, 1.0f},
Vertex{0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f},
Vertex{0.5f, 0.5f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f},
};
uint32 numVertices = sizeof(vertices) / sizeof(Vertex);
@@ -119,6 +129,28 @@ int main() {
VertexBuffer vertexBuffer(vertices, numVertices);
vertexBuffer.unbind();
int32 textureWidth = 0;
int32 textureHeight = 0;
int32 bitsPerPixel = 0;
stbi_set_flip_vertically_on_load(true);
auto textureBuffer = stbi_load("../assets/logo.png", &textureWidth, &textureHeight, &bitsPerPixel, 4);
GLuint textureId;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // or GL_NEAREST for pixel like style (instead of GL_LINEAR -> interpolation)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureBuffer);
glBindTexture(GL_TEXTURE_2D, 0);
if (textureBuffer) {
stbi_image_free(textureBuffer);
}
Shader shader("shaders/basic.vert", "shaders/basic.frag");
shader.bind();
@@ -127,6 +159,11 @@ int main() {
glUniform4f(colorUniformLocation, 1.0f, 0.0f, 1.0f, 1.0f);
}
int textureUniformLocation = glGetUniformLocation(shader.getShaderId(), "u_texture");
if (textureUniformLocation != 1) {
glUniform1i(textureUniformLocation, 0);
}
const uint64 perfCounterFrequency = SDL_GetPerformanceFrequency();
uint64 lastCounter = SDL_GetPerformanceCounter();
float32 delta = 0.0f;
@@ -150,6 +187,8 @@ int main() {
// FRAME GENERATION
vertexBuffer.bind();
indexBuffer.bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureId);
glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_INT, 0);
vertexBuffer.unbind();
indexBuffer.unbind();
@@ -170,6 +209,8 @@ int main() {
lastCounter = endCounter;
}
glDeleteTextures(1, &textureId);
SDL_GL_DestroyContext(context);
SDL_DestroyWindow(window);
SDL_Quit();